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<td align="left" id="subTitle" class="titleTableSubTitle">类&nbsp;Viewport3D</td><td align="right" id="subNav" class="titleTableSubNav"><a href="#propertySummary">属性</a>&nbsp;| <a href="#methodSummary">方法</a></td>
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<td class="classHeaderTableLabel">包</td><td><a onclick="javascript:loadClassListFrame('class-list.html')" href="package-detail.html">org.papervision3d.view</a></td>
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<td class="classHeaderTableLabel">类</td><td class="classSignature">public class Viewport3D</td>
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<td class="classHeaderTableLabel">继承</td><td class="inheritanceList">Viewport3D <img class="inheritArrow" alt="继承" title="继承" src="../../../images/inherit-arrow.gif"> flash.display.Sprite</td>
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<td class="classHeaderTableLabel">实现</td><td><a href="../core/view/IViewport3D.html">IViewport3D</a></td>
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<td class="classHeaderTableLabel">子类</td><td><a href="../view/BitmapViewport3D.html">BitmapViewport3D</a></td>
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<p></p>
  <p></p>
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<a name="propertySummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">公共属性</div>
<table id="summaryTableProperty" class="summaryTable " cellpadding="3" cellspacing="0">
<tr>
<th>&nbsp;</th><th colspan="2">属性</th><th colspan="2">定义方</th>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#autoClipping">autoClipping</a> : Boolean<div class="summaryTableDescription">
   <p>Whether clipping is enabled (not rendering bitmap data outside the rectangle of the viewport by making use of the <code>Sprite.scrollRect</code>)
   </p>
   <p>是否视域裁剪（不渲染在视图剪切平面---使用Sprite.scrollRect创建的片面--外的位图数据）</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#autoCulling">autoCulling</a> : Boolean<div class="summaryTableDescription">
   <p>Whether culling is enabled (not rendering triangles hidden behind other triangles) </p>
   <p>是否视域裁剪（不渲染在其他三角面之后的面）</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#autoScaleToStage">autoScaleToStage</a> : Boolean<div class="summaryTableDescription">
   <p>The auto scale to stage boolean flag </p>
   <p>自动缩放到舞台尺寸大小的布尔值标记</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#containerSprite">containerSprite</a> : <a href="layer/ViewportLayer.html">ViewportLayer</a>
<div class="summaryTableDescription">
  <p>[只读]
    The <code>Sprite</code> holding the <code>Viewport3D</code>
  </p>
  <p>包含Viewport3D的Sprite</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#cullingRectangle">cullingRectangle</a> : Rectangle<div class="summaryTableDescription">
   <p>cullingRectangle stores the width, height, x, y of the culling rectangle.</p>
   <p>cullingRectangle储存剪切平面的宽高及左上角的xy坐标</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#interactive">interactive</a> : Boolean<div class="summaryTableDescription">
   The interactive boolean flag
   是否可交互的布尔值</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#interactiveSceneManager">interactiveSceneManager</a> : <a href="../core/utils/InteractiveSceneManager.html">InteractiveSceneManager</a>
<div class="summaryTableDescription">
   <p>interactiveSceneManager manages the interaction between the user's mouse and the Papervision3D scene.</p>
   <p>interactiveSceneManager 管理用户和pv3d场景的交互作用</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#lastRenderList">lastRenderList</a> : Array<div class="summaryTableDescription">
   <p>lastRenderList stores RenderableListItems (Triangles, Lines, Pixels, Particles, Fog) of everything that was rendered in the last pass.</p>
   <p>lastRenderList 储存所有在最后阶段渲染的项目（三角面，线，像素，粒子，雾）</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#lineCuller">lineCuller</a> : <a href="../core/culling/ILineCuller.html">ILineCuller</a>
<div class="summaryTableDescription">
   <p>lineCuller uses the culling Rectangle to determine which particles will not be rendered in BasicRenderEngine </p>
   <p>lineCuller使用剪切平面来决定哪些线在BRE(基本渲染引擎）中不被渲染</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#particleCuller">particleCuller</a> : <a href="../core/culling/IParticleCuller.html">IParticleCuller</a>
<div class="summaryTableDescription">
   <p>particleCuller uses the cullingRectangle to determine which particles will not be rendered in BasicRenderEngine </p>
   <p>particleCuller 使用视域剪切片面来决定哪些粒子在BRE中不被渲染</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#sizeRectangle">sizeRectangle</a> : Rectangle<div class="summaryTableDescription">
   sizeRectangle stores the width and the height of the Viewport3D sprite
   </div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#triangleCuller">triangleCuller</a> : <a href="../core/culling/ITriangleCuller.html">ITriangleCuller</a>
<div class="summaryTableDescription">
   <p>triangleCuller uses the cullingRectangle to determine which triangles will not be rendered in BasicRenderEngine </p>
   <p>triangleCuller使用视域剪切片面来决定哪些三角面在BRE中不被渲染</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#viewportHeight">viewportHeight</a> : Number<div class="summaryTableDescription">
   Height of the Viewport
   视图的高度</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#viewportObjectFilter">viewportObjectFilter</a> : <a href="../core/culling/ViewportObjectFilter.html">ViewportObjectFilter</a>
<div class="summaryTableDescription">
   The <code>ViewportObjectFilter</code>
   </div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#viewportWidth">viewportWidth</a> : Number<div class="summaryTableDescription">
   Width of the <code>Viewport3D</code>
   视图的宽度</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
</table>
</div>
<a name="methodSummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">公共方法</div>
<table id="summaryTableMethod" class="summaryTable " cellpadding="3" cellspacing="0">
<tr>
<th>&nbsp;</th><th colspan="2">方法</th><th colspan="2">定义方</th>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#Viewport3D()">Viewport3D</a>(viewportWidth:Number = 640, viewportHeight:Number = 480, autoScaleToStage:Boolean = false, interactive:Boolean = false, autoClipping:Boolean = true, autoCulling:Boolean = true)</div>
<div class="summaryTableDescription">
   </div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#accessLayerFor()">accessLayerFor</a>(rc:<a href="../core/render/command/RenderableListItem.html">RenderableListItem</a>, setInstance:Boolean = false):<a href="layer/ViewportLayer.html">ViewportLayer</a>
</div>
<div class="summaryTableDescription">
   <p>Gets the layer of the RenderListItem.</p>
   <p>获取可渲染列表项目的层</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#destroy()">destroy</a>():void</div>
<div class="summaryTableDescription">
   <p>Removes all references and sets the viewport's
     InteractiveSceneManager to null for a future
     garbage collection sweep </p>
   <p>去除所有的应用和设定，并且设置视图的interactiveSceneManager为null,为将来的内存垃圾收集器做准备</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#getChildLayer()">getChildLayer</a>(do3d:<a href="../objects/DisplayObject3D.html">DisplayObject3D</a>, createNew:Boolean = true, recurse:Boolean = true):<a href="layer/ViewportLayer.html">ViewportLayer</a>
</div>
<div class="summaryTableDescription">
   <p>Creates or receives a <code>ViewportLayer</code> of the given <code>DisplayObject3D</code>
   </p>
   <p>创建或接受已经指定的DisplayObject3D对象的ViewportLayer</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#hitTestMouse()">hitTestMouse</a>():<a href="../core/render/data/RenderHitData.html">RenderHitData</a>
</div>
<div class="summaryTableDescription">
   <p>Checks the Mouse x and y against the <code>RenderHitData</code>
   </p>
   <p>检查触碰RenderHitData的鼠标的xy值</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#hitTestPoint2D()">hitTestPoint2D</a>(point:Point):<a href="../core/render/data/RenderHitData.html">RenderHitData</a>
</div>
<div class="summaryTableDescription">
   <p>Checks a <code>Point</code> against the <code>RenderHitData</code>
     of the viewport
   </p>
   <p>检测触碰视图RenderHitData的点</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#hitTestPointObject()">hitTestPointObject</a>(point:Point, object:<a href="../objects/DisplayObject3D.html">DisplayObject3D</a>):<a href="../core/render/data/RenderHitData.html">RenderHitData</a>
</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#updateAfterRender()">updateAfterRender</a>(renderSessionData:<a href="../core/render/data/RenderSessionData.html">RenderSessionData</a>):void</div>
<div class="summaryTableDescription">
   <p>Updates a <code>ViewportLayer</code> after the 3d data is rendered into the 2d scene
   </p>
   <p>在3D数据在2d场景渲染后更新ViewportLayer</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#updateBeforeRender()">updateBeforeRender</a>(renderSessionData:<a href="../core/render/data/RenderSessionData.html">RenderSessionData</a>):void</div>
<div class="summaryTableDescription">
   <p>Updates a <code>ViewportLayer</code> prior to the 3d data being rendered into the 2d scene
   </p>
   <p>在3D数据将要进入2d场景渲染前更新ViewportLayer。</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
</table>
</div>
<a name="protectedMethodSummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">保护方法</div>
<table id="summaryTableProtectedMethod" class="summaryTable " cellpadding="3" cellspacing="0">
<tr>
<th>&nbsp;</th><th colspan="2">方法</th><th colspan="2">定义方</th>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#onAddedToStage()">onAddedToStage</a>(event:Event):void</div>
<div class="summaryTableDescription">
   <p>Triggered when added to the stage to start listening to stage resizing </p>
   <p>添加到舞台时触发，侦听舞台尺寸的变化</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#onRemovedFromStage()">onRemovedFromStage</a>(event:Event):void</div>
<div class="summaryTableDescription">
   <p>Triggered when removed from the stage to remove the stage resizing listener </p>
   <p>从舞台删除时触发，去除舞台尺寸侦听器。</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#onStageResize()">onStageResize</a>(event:Event = null):void</div>
<div class="summaryTableDescription">
   <p>Resizes the viewport when the stage is resized (if autoScaleToStage == true) </p>
   <p>当舞台尺寸改变时，相应地使视图尺寸与舞台尺寸同步改变（如果自动缩放到舞台属性为true的话）</p>
</div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#setStageScaleMode()">setStageScaleMode</a>():void</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">Viewport3D</td>
</tr>
</table>
</div>
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<div class="MainContent">
<a name="propertyDetail"></a>
<div class="detailSectionHeader">属性详细信息</div>
<a name="autoClipping"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">autoClipping</td><td class="detailHeaderType">属性</td>
</tr>
</table>
<div class="detailBody">
<code>autoClipping:Boolean</code>&nbsp;&nbsp;[读写]<p>
   Whether clipping is enabled (not rendering bitmap data outside the rectangle of the viewport by making use of the <code>Sprite.scrollRect</code>)
   </p><span class="label">实现</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get autoClipping():Boolean</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set autoClipping(value:Boolean):void</code>
<br>
<p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">flash.display.Sprite.scrollRect<br>
<a href="http://www.gskinner.com/blog/archives/2006/11/understanding_d.html" target="mm_external">http://www.gskinner.com/blog/archives/2006/11/understanding_d.html</a>
</div>
</div>
<a name="autoCulling"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">autoCulling</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>autoCulling:Boolean</code>&nbsp;&nbsp;[读写]<p>
   Whether culling is enabled (not rendering triangles hidden behind other triangles)
   </p><span class="label">实现</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get autoCulling():Boolean</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set autoCulling(value:Boolean):void</code>
<br>
<p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../view/Viewport3D.html#lineCuller" target="">lineCuller</a>
<br>
<a href="../view/Viewport3D.html#particleCuller" target="">particleCuller</a>
<br>
<a href="../view/Viewport3D.html#triangleCuller" target="">triangleCuller</a>
</div>
</div>
<a name="autoScaleToStage"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">autoScaleToStage</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>autoScaleToStage:Boolean</code>&nbsp;&nbsp;[读写]<p>
   The auto scale to stage boolean flag
   </p><span class="label">实现</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get autoScaleToStage():Boolean</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set autoScaleToStage(value:Boolean):void</code>
<br>
</div>
<a name="containerSprite"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">containerSprite</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>containerSprite:<a href="layer/ViewportLayer.html">ViewportLayer</a></code>&nbsp;&nbsp;[只读]<p>
   The <code>Sprite</code> holding the <code>Viewport3D</code>
   </p><span class="label">实现</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get containerSprite():<a href="layer/ViewportLayer.html">ViewportLayer</a></code>
<br>
</div>
<a name="cullingRectangle"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">cullingRectangle</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var cullingRectangle:Rectangle</code><p>
   cullingRectangle stores the width, height, x, y of the culling rectangle. It's used to determine the bounds in which the triangles are drawn.
   </p><p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../view/Viewport3D.html#autoCulling" target="">autoCulling</a>
</div>
</div>
<a name="interactive"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">interactive</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>interactive:Boolean</code>&nbsp;&nbsp;[读写]<p>
   The interactive boolean flag
   </p><span class="label">实现</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get interactive():Boolean</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set interactive(value:Boolean):void</code>
<br>
</div>
<a name="interactiveSceneManager"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">interactiveSceneManager</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var interactiveSceneManager:<a href="../core/utils/InteractiveSceneManager.html">InteractiveSceneManager</a></code><p>
   interactiveSceneManager manages the interaction between the user's mouse and the Papervision3D scene. This is done by checking the mouse against renderHitData. renderHitData is generated from hitTestPoint2D and passed into the interactiveSceneManager to check agains the various mouse actions.
   </p>
<p>interactiveSceneManager管理用户鼠标和pv3d场景的交互性，这种管理是由侦测用户鼠标触碰RenderHitData而建立起来的，RenderHitData（可渲染的点击数据集）是由hitTestPoint2D所产生并调用到interactiveSceneManager里来侦测不同鼠标点击动作</p>
<p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../view/Viewport3D.html#hitTestPoint2D()" target="">hitTestPoint2D()</a>
<br>
<a href="../core/utils/InteractiveSceneManager.html#renderHitData" target="">org.papervision3d.core.utils.InteractiveSceneManager.renderHitData</a>
</div>
</div>
<a name="lastRenderList"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">lastRenderList</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var lastRenderList:Array</code><p>
   lastRenderList stores RenderableListItems (Triangles, Lines, Pixels, Particles, Fog) of everything that was rendered in the last pass. This list is used to determine hitTests in hitTestPoint2D.
   </p>
<p>lastRenderList 储存所有在最后阶段渲染的项目（三角面，线，像素，粒子，雾），这个列表用来决定hitTestPoint2D方法中的hitTests属性</p>
<p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../view/Viewport3D.html#hitTestPoint2D()" target="">hitTestPoint2D()</a>
</div>
</div>
<a name="lineCuller"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">lineCuller</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var lineCuller:<a href="../core/culling/ILineCuller.html">ILineCuller</a></code><p>
   lineCuller uses the culling Rectangle to determine which particles will not be rendered in BasicRenderEngine
   </p><p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../view/Viewport3D.html#autoCulling" target="">autoCulling</a>
</div>
</div>
<a name="particleCuller"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">particleCuller</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var particleCuller:<a href="../core/culling/IParticleCuller.html">IParticleCuller</a></code><p>
   particleCuller uses the cullingRectangle to determine which particles will not be rendered in BasicRenderEngine
   </p><p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../view/Viewport3D.html#autoCulling" target="">autoCulling</a>
</div>
</div>
<a name="sizeRectangle"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">sizeRectangle</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var sizeRectangle:Rectangle</code><p>
   sizeRectangle stores the width and the height of the Viewport3D sprite
   </p><p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../view/Viewport3D.html#viewportWidth" target="">viewportWidth</a>
<br>
<a href="../view/Viewport3D.html#viewportHeight" target="">viewportHeight</a>
</div>
</div>
<a name="triangleCuller"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">triangleCuller</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var triangleCuller:<a href="../core/culling/ITriangleCuller.html">ITriangleCuller</a></code><p>
   triangleCuller uses the cullingRectangle to determine which triangles will not be rendered in BasicRenderEngine
   </p><p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../view/Viewport3D.html#autoCulling" target="">autoCulling</a>
</div>
</div>
<a name="viewportHeight"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">viewportHeight</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>viewportHeight:Number</code>&nbsp;&nbsp;[读写]<p>
   Height of the Viewport
   </p><span class="label">实现</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get viewportHeight():Number</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set viewportHeight(value:Number):void</code>
<br>
</div>
<a name="viewportObjectFilter"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">viewportObjectFilter</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>viewportObjectFilter:<a href="../core/culling/ViewportObjectFilter.html">ViewportObjectFilter</a></code>&nbsp;&nbsp;[读写]<p>
   The <code>ViewportObjectFilter</code>
   </p><span class="label">实现</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get viewportObjectFilter():<a href="../core/culling/ViewportObjectFilter.html">ViewportObjectFilter</a></code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set viewportObjectFilter(value:<a href="../core/culling/ViewportObjectFilter.html">ViewportObjectFilter</a>):void</code>
<br>
</div>
<a name="viewportWidth"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">viewportWidth</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>viewportWidth:Number</code>&nbsp;&nbsp;[读写]<p>
   Width of the <code>Viewport3D</code>
   </p><span class="label">实现</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get viewportWidth():Number</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set viewportWidth(value:Number):void</code>
<br>
</div>
<a name="constructorDetail"></a>
<div class="detailSectionHeader">构造函数详细信息</div>
<a name="Viewport3D()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">Viewport3D</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">构造函数</td>
</tr>
</table>
<div class="detailBody">
<code>public function Viewport3D(viewportWidth:Number = 640, viewportHeight:Number = 480, autoScaleToStage:Boolean = false, interactive:Boolean = false, autoClipping:Boolean = true, autoCulling:Boolean = true)</code><p>
   </p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">viewportWidth</span>:Number</code> (default = <code>640</code>)<code></code> &mdash;  Width of the viewport
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">viewportHeight</span>:Number</code> (default = <code>480</code>)<code></code> &mdash;  Height of the viewport
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">autoScaleToStage</span>:Boolean</code> (default = <code>false</code>)<code></code> &mdash;  Determines whether the viewport should resize when the stage resizes
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">interactive</span>:Boolean</code> (default = <code>false</code>)<code></code> &mdash;   Determines whether the viewport should listen for Mouse events by creating an <code>InteractiveSceneManager</code>
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">autoClipping</span>:Boolean</code> (default = <code>true</code>)<code></code> &mdash;   Determines whether DisplayObject3Ds outside the rectangle of the viewport should be rendered
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">autoCulling</span>:Boolean</code> (default = <code>true</code>)<code></code> &mdash;   Detemines whether only the objects in front of the camera should be rendered. In other words, if a triangle is hidden by another triangle from the camera, it will not be rendered.
   </td>
</tr>
</table>
</div>
<a name="methodDetail"></a>
<div class="detailSectionHeader">方法详细信息</div>
<a name="accessLayerFor()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">accessLayerFor</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td>
</tr>
</table>
<div class="detailBody">
<code>public function accessLayerFor(rc:<a href="../core/render/command/RenderableListItem.html">RenderableListItem</a>, setInstance:Boolean = false):<a href="layer/ViewportLayer.html">ViewportLayer</a></code><p>
   Gets the layer of the RenderListItem. Most-likely internal use.
   </p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">rc</span>:<a href="../core/render/command/RenderableListItem.html">RenderableListItem</a></code> &mdash;   A RenderableListItem to look for
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">setInstance</span>:Boolean</code> (default = <code>false</code>)<code></code> &mdash; sets the container to the layer
   </td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code><a href="layer/ViewportLayer.html">ViewportLayer</a></code> &mdash; 
                            The found <code>ViewportLayer</code>
   
                        
                     </td>
</tr>
</table>
</div>
<a name="destroy()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">destroy</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function destroy():void</code><p>
   Removes all references and sets the viewport's
   InteractiveSceneManager to null for a future
   garbage collection sweep
   </p></div>
<a name="getChildLayer()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">getChildLayer</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function getChildLayer(do3d:<a href="../objects/DisplayObject3D.html">DisplayObject3D</a>, createNew:Boolean = true, recurse:Boolean = true):<a href="layer/ViewportLayer.html">ViewportLayer</a></code><p>
   Creates or receives a <code>ViewportLayer</code> of the given <code>DisplayObject3D</code>
   </p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">do3d</span>:<a href="../objects/DisplayObject3D.html">DisplayObject3D</a></code> &mdash;   A <code>DisplayObject3D</code> used to either find the layer or create a new one
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">createNew</span>:Boolean</code> (default = <code>true</code>)<code></code> &mdash;  Forces the creation of a new layer
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">recurse</span>:Boolean</code> (default = <code>true</code>)<code></code> &mdash;  Adds the <code>DisplayObject3D</code> as well as all of its children to a new layer
   </td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code><a href="layer/ViewportLayer.html">ViewportLayer</a></code> &mdash; 
                        <code>ViewportLayer</code> of the given <code>DisplayObject3D</code>
   
                        
                     </td>
</tr>
</table>
</div>
<a name="hitTestMouse()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">hitTestMouse</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function hitTestMouse():<a href="../core/render/data/RenderHitData.html">RenderHitData</a></code><p>
   Checks the Mouse x and y against the <code>RenderHitData</code>
   </p><p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code><a href="../core/render/data/RenderHitData.html">RenderHitData</a></code> &mdash; 
                        RenderHitData of the current mouse location
   
                        
                     </td>
</tr>
</table>
</div>
<a name="hitTestPoint2D()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">hitTestPoint2D</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function hitTestPoint2D(point:Point):<a href="../core/render/data/RenderHitData.html">RenderHitData</a></code><p>
   Checks a <code>Point</code> against the <code>RenderHitData</code>
   of the viewport
   </p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">point</span>:Point</code> &mdash;  a 2d <code>Point</code> you want to analyze into 3d space
   </td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code><a href="../core/render/data/RenderHitData.html">RenderHitData</a></code> &mdash; 
                        <code>RenderHitData</code> of the given <code>Point</code>
   
                        
                     </td>
</tr>
</table>
</div>
<a name="hitTestPointObject()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">hitTestPointObject</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function hitTestPointObject(point:Point, object:<a href="../objects/DisplayObject3D.html">DisplayObject3D</a>):<a href="../core/render/data/RenderHitData.html">RenderHitData</a></code><p></p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">point</span>:Point</code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">object</span>:<a href="../objects/DisplayObject3D.html">DisplayObject3D</a></code></td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code><a href="../core/render/data/RenderHitData.html">RenderHitData</a></code></td>
</tr>
</table>
</div>
<a name="onAddedToStage()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">onAddedToStage</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected function onAddedToStage(event:Event):void</code><p>
   Triggered when added to the stage to start listening to stage resizing
   </p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">event</span>:Event</code></td>
</tr>
</table>
</div>
<a name="onRemovedFromStage()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">onRemovedFromStage</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected function onRemovedFromStage(event:Event):void</code><p>
   Triggered when removed from the stage to remove the stage resizing listener
   </p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">event</span>:Event</code></td>
</tr>
</table>
</div>
<a name="onStageResize()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">onStageResize</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected function onStageResize(event:Event = null):void</code><p>
   Resizes the viewport when the stage is resized (if autoScaleToStage == true)
   </p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">event</span>:Event</code> (default = <code>null</code>)<code></code></td>
</tr>
</table>
</div>
<a name="setStageScaleMode()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">setStageScaleMode</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected function setStageScaleMode():void</code>
</div>
<a name="updateAfterRender()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">updateAfterRender</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function updateAfterRender(renderSessionData:<a href="../core/render/data/RenderSessionData.html">RenderSessionData</a>):void</code><p>
   Updates a <code>ViewportLayer</code> after the 3d data is rendered into the 2d scene
   </p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">renderSessionData</span>:<a href="../core/render/data/RenderSessionData.html">RenderSessionData</a></code> &mdash;  All the information regarding the current renderSession packed into one class 
   </td>
</tr>
</table>
</div>
<a name="updateBeforeRender()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">updateBeforeRender</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function updateBeforeRender(renderSessionData:<a href="../core/render/data/RenderSessionData.html">RenderSessionData</a>):void</code><p>
   Updates a <code>ViewportLayer</code> prior to the 3d data being rendered into the 2d scene
   </p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">renderSessionData</span>:<a href="../core/render/data/RenderSessionData.html">RenderSessionData</a></code> &mdash;  All the information regarding the current renderSession packed into one class 
   </td>
</tr>
</table>
</div>
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